Personal computing discussed
superjawes wrote:I completely agree with the last hitting point. It just doesn't make sense to not deal free damage to minions because you'll get less gold and XP.
I don't agree with HoTS cutting items out entirely, though. That's a level of complexity and depth that is just gone for more advanced players. I like how Smite sidesteps this by building in an auto-buy system. It might not give you the best items, but it will at least give you decent items so you can still function.
What I would really like to see is more PvE game modes. I think that might help foster some teamwork by building exercises and rewards for players without having to jump into a PvP scenario. If the foundation of your MOBA is solid, then PvE should be fairly simple.
NarwhaleAu wrote:That is not how Dota 2 works.
If you die once, you should play more defensively - pull the creep wave, stay nearer to your tower, make sure you understand what your escape mechanism is (do you have a stun?). Did you buy the right starting items? A stout shield or maybe upgrade it to a poor mans shield? What about a ring of protection if you have high health? What about wards so you can't get flanked? Does your hero scale higher into the late game? If so, then an early death is not the end of the world. I've won games when I have fed multiple times, mostly acting as a giant anchor to the teammates around me.
Unfortunately, after about 300 hours and more than 200 matches into the game, I realize I am nothing but a complete noob. My MMR is 1,000 and I am seriously considering paying for coaching so that I can improve. Dota 2 is a very complex game with a great deal of depth. Give it another 50 hours and then see how you feel.
fhohj wrote:I want to try out DOTA. I am scared off by the huge learning curve. Dozens of hours just for proficiency. Another thing I don't want is anybody's ****. I don't want to join a game, screw it up for the team, and then have some **** breathing down my neck about it. Just the thought of that alone is enough to just completely stop any interest.
So, for anyone that's familiar with the game here, how are newbies supposed to go about getting into DOTA? That is what's the best way to start and how do I avoid the community's BS for everybody's good? What is the right way to go about learning DOTA, and how long does it really take?
Kougar wrote:Dota 2 is a complex game. The team hero drafts have to follow certain rules, a team of pure supports or pure carries or pure gankers isn't going to cut it. Lets say you win the proverbial lotto and get a perfectly drafted team hero combination that also happens to hard counter the other team's hero draft. But if your team doesn't correctly match your heroes to the right lanes during the laning phase then that perfect advantage was just mostly if not completely negated. Dota 2 is a game of flexibility and recognizing when you need to change up lanes and change the lane strategy. There is nothing stopping the other team from realizing they got out-drafted, and playing mischief with how and where they lane the heroes with an unconventional lane.
Another example. Players can choose to draft a team will "win" by 20 minutes, but if they miss that goal they probably will get out-carried and have no hope of winning the longer the game progresses. That's just another consequence of the drafting choices, either learn the heroes better to recognize their roles and what stage of the game they excel in (early, mid, late, hard-carry late), or yes there will be games where one team never stood a chance because they missed the timing window for its hero choices.
Dota is all about strategy, and if the players don't know this stuff it's gonna be rough. The only consolation is that generally most new players are also learning the same things. Of course a very large portion of Dota 2 players came from OTHER moba games or Dota 1, so they already have a head start on the learning curve. Playing friendly 5-player co-op matches versus bots is a great start, but AI play nothing at all like a real person does so that only goes so far.
kamikaziechameleon wrote:Played allot more and reading allot of your feed back is interesting. I'm not put off by "hardcore" I love star craft 2, and counter strike, lol. Its just the mechanics are brutal for the entry level player. Brutal as in, you will be matched with a troll who yells rush but retreats to the base. You will play with well meaning idiots who ruin an entire match. Brutal in the sense that if your team is crippled in the first 5 mins and you quit you are majorly penalized if you do it again that week. Its brutal because allot of mechanics are still deliberately obfuscated, items and their properties are not appropriately clear in what they do, so you need to memorize ALLOT of stuff just to play a few different characters competently. From what I understand their is no system to encourage you to play the different heroes, no achievements associated with them so you get allot of players using the same 10 "OP" ones that have the most videos on youtube for how to own with them. PvE needs to be developed if only for better training if not for the fact that its tons of fun and I currently comp stomp in the game solo and with friends.
kamikaziechameleon wrote:Sure there are issues and valve is patching every other day it seems to fix them. Now they have a cool mechanic where your character animations change as you take damage to show your health or lack of it. All kinds of little touches I enjoy. I'm becoming a big MOBA fan and as I grow in this game I'll probably start to explore other ones eventually, would love to get away from the mouse and keyboard input at some point and get to more of a brawler controller style of play.
superjawes wrote:What I would really like to see is more PvE game modes. I think that might help foster some teamwork by building exercises and rewards for players without having to jump into a PvP scenario. If the foundation of your MOBA is solid, then PvE should be fairly simple.